Continuous regular attacks are now possible when switching.
Mini Raid
Minimum entry changes from 3 to 1 person.
Clearing Mini Raid Stage 4 is no longer a main condition for advancing TIER.
Dungeons for the next TIER will be open even without clearing Mini Raid.
Soul Stones
Smart Soul Stones drop.
Red Soul Stones (Skill) now come out attached to the weapon type.
Red Soul Stones (Skill) now come out according to the skill growth flow.
Example> No 6th-grade skill soul stone will come out in the 10-level range.
Shop
Missing 1~5 Tier Skill Source Stones will be sold in the shop.
Adjustment of Source Stone Selling Price
Source Stone selling prices will be adjusted by tier.
Grade
Price
1
7500
2
15000
3
30000
4
45000
5
75000
6
Not for sale
Black Market
Black Market registration policy will be changed.
Only unique items can be registered for equipment.
Collectible items can be registered regardless of grade.
Only items without damage can be registered.
If there is damage, additional registration is possible from +7 or higher.
Cooking recipes cannot be registered.
Mushrooms, meat, and organs cannot be registered.
Rewards
Missing source stones for newly added skills will drop.
Red Treasure Goblins drop more rarely than Blue Treasure Goblins.
Event Rewards
When a new user reaches level 10, 30 welcome orbs will be given.
World Map
Basic reward information can be checked on the world map.
Information on what can be obtained from monsters can be checked on the world map.
Information about monsters can be checked on the world map.
Potential Stones are displayed on the world map.
Source Fragments
Using source stone fragments increases the success rate.
When disassembling a skill source stone, you can obtain source stone fragments.
Meld
When the damage reaches the maximum, you can attempt the last meld.
If it fails, the source stone will be destroyed.
If destroyed, you can obtain source stone fragments.
Early Stage Progression Improvement
The adventure log tutorial is simplified and changed to the section after Banishment Cave.
In the prologue and pre-tutorial, acquire a total of 8 skills and proceed.
Pets
The basic movement speed of Legendary grade is adjusted from 165 to 180.
If the PC movement speed exceeds the pet movement speed, additional speed is applied as follows:
Grade
Basic Speed
Additional Speed
Legendary
180%
PC speed + 30%
Unique
160%
PC speed + 15%
Rare
150%
PC speed + 10%
Common
140%
PC speed + 5%
Additional speed applies up to a maximum speed of 250% or more.
UI/UX
Meld
Source stone fragments are added.
At the last Memory Scar, you can have one chance, but if you fail, it will be destroyed.
If destroyed, you obtain source stone fragments.
Pets
You can see the list of pets in the Pet UI.
Costumes
Information has been organized for easy understanding.
Shop
An automatic registration button for unique grade has been added when selling.
Soul Stones
Connected skill information for soul stones has been iconized.
Shop
Black Market
Item Information
Optimization
Improved frame drop issue during the Brainwashing Chamber boss battle.
Improved frame drop issue when using skills.
Electric Current Release
Fan of Flames
Flame Spray
Dash Slash
Elemental Orb
Lightning Storm
Shield Push
Breakneck Stab
Shield Counter
Cordyceps
Spore Spread
Life Seed
Penetrating Shot
Bug Fixes
Fixed an issue where incorrect skills were placed in the quick slot during tutorials.
Fixed an issue where high-level area summoning skills did not disappear.
Fixed the automatic disassembly of collectible yellow plant materials.
Fixed bag expansion rewards error
148 Bag Increase 10 -> 1
155 Bag Increase 20 -> 2
156 Bag Increase 20 -> 2
Fixed an issue where character details showed values twice.
4. Caution
- During the maintenance period, game access and gameplay will be unavailable. - Please note that the maintenance may end early or be extended depending on the situation.In case the date or details of the maintenance change, we will post a follow-up announcement. - Please make sure to completely exit the game to safely save your data prior to the maintenance. - We will make an announcement on the details of the maintenance after the maintenance is complete.
We will continue to do our best to meet your expectations for Mad World.
1. Some typo text has been fixed. 2. Fixed a bug where Lucy could not obtain [Mystic Bullet] using [Mystic Bullet Alchemy] in the map interface. 3. Fixed an error with some equipment wearing restrictions. 4. Adjusted the categories of some tasks. 5. Adjusted some errors that occurred in the storyline of the DLC due to the promotion of the main line.
We’re here with a monster update on everything that’s been going on in the world of ZeroSpace’s development and community. Read along for an Early Alpha and Winter Bash round-up, a recap of our visit to Dreamhack, a host of development updates – plus news on how you can vote on the 7th Mercenary Faction!
Winter Bash Wrap-Up!
The latest phase in the ZeroSpace Early Alpha – the Winter Bash – wrapped up with a massive $10,000 tournament casted by Wardi, CatZ, Nathanias, Tasteless, and Artosis!
Congratulations to the ZeroSpace Winter Bash Champion, Elazer – and to all of the competitors!
Make sure to vote for the best game and best strategy in the #community-voting channel on the Discord!
A Pilgrimage to DreamHack
In December, we brought ZeroSpace to RTS’ hometown: DreamHack Atlanta. It was a rousing success – we got to put the game in the hands of dozens of SC2 pros, commentators and luminaries, and get invaluable feedback from thousands of members of the RTS community. Check out our highlight reel to relive the hype:
Development Progress
We’ve been hard at work across the spectrum of ZeroSpace’s development. We can’t thank our Alpha players enough for their thoughtful feedback. Here’s the highlights on what we’ve been working on:
Meet the Artemis
The new Protectorate air unit, the Artemis, effectively engages both air and ground targets. Its "EMP'' ability disrupts enemy forces in a line, which knocks back, slows, and drains energy from units. Equipped with three healing beams to help your army, the Artemis can simultaneously attend to multiple units, ensuring sustained combat effectiveness for allied forces.
Team Colors
We’ve added in Team Colors to help with visual clarity. Now, you can easily identify which player every unit belongs to!
Weaver Rework
In its original form, the Weaver wasn’t seeing much usage, as it was hard to justify the cost for the utility gained. To address this, we’ve added an aura to the Weaver that doubles friendly healing, and completely reworked the Weaver’s Active ability. Its new ability “Cocoon” traps the targeted unit in a cocoon, making it invulnerable, and heals if the unit is an ally.
First Look at the Rhino Rider
Gaze upon the Legion’s Rhino! A swift, melee unit ideal for scouting yet relatively tanky. The Rhino's passive ability delivers a single-target knockback and bonus damage upon activation, requiring full mana to unleash its power.
Vote on the 7th Mercenary Faction
The time is here: we’re calling on our Backers to cast your votes to decide which of three possible Mercenary Factions we’ll introduce!
Hop over to the ZeroSpace Discord and find the poll in the #backer-voting channel
Here are your candidates:
Sanctuary, a vital space station in the Orion Quadrant, serves as a crucial hub for cross-species medical emergencies, catering to planets lacking specialized medical expertise. Funded by a complex system of government taxes, bounties, and favors, Sanctuary relies on loyal Mercenaries, survivors indebted to its services, who often work for minimal fees. The Trade city of Jevis, located beneath Sanctuary, contributes significantly to revenue, housing the most diverse alien population in the known Galaxy.
The Endari, a subfaction of the Arandi, have tapped into the dimensional energies too often, becoming peaceful. Shunned by the main Arandi faction, they are hunted down as the Arandi claim they are possessed by creatures from the other side. Despite appearing dim-witted, the Endari possess immense powers.
The Edolians are tree-dwelling species with a slow and defensive nature. They pride themselves in their ability to gather information, infiltrate and wage an efficient war behind the remote operation of drones and covert units. They are considered cowardly by many other species.
More to Come!
Next up for ZeroSpace is the March Alpha, which will include a sneak peek of our single-player campaign, some new heroes, Arandi as a fully fledged mercenary faction, some game mode surprises we’re cooking up, and much more! The March alpha will start on the 22nd and end on April 19th.
If you're looking to join in on the fun, {LINK REMOVED}check out our BackerKit! You can also enter {LINK REMOVED}our Discord's art contest for a chance to win a key for this upcoming Alpha period. The contest will close on February 29th, so make sure to submit your entries to our art contest forum!
Thank you as always for your incredible passion and support. If you’d like to be notified of ZeroSpace’s release, be sure to Wishlist us on Steam!
I welcome those interested and fans of the game DudeGo. Today it is already possible to buy and play the game.
The game is in Alpha version 0.0.1 and is at the very beginning.
BattleRoyale Mode and DeathMatch are already functional. I'm also working on a game mod CTA - City Theft Auto = Combines BattleRoyale + DeathMatch + City Life Simulation. No zone. Open city and surroundings.
BattleRoyale Mode = Landing in the zone from an airplane or by randomly starting on the map. The task is to find the best equipment and use it to shoot your way to first place. You have to survive as the only one.
DeathMatch Mod = Combines everything from BattleRoyale. But there is no Zone and the battle is endless.
DeathMatch + Zona - Mod with Tanks = Combines everything from BattleRoyale. The battle is with Tanks on a large map with a shrinking Zone. The last Tank that did not explode or the driver did not die wins.
DeathMatch Mod with Tanks = Combines everything from BattleRoyale with Tanks. But there is no Zone and the battle is endless.
CTA Mode = City Theft Auto - Combines all modes but without the zone. You can buy food, weapons. You can drive cars, a helicopter but also a motorcycle or a tank. All this in a big city full of NPCs but also real players. You can rob a bank. I plan on buying houses, cars, NPC security guards, shares in business, growing and selling drugs.
You buy an empty house and completely furnish it. You visit a department store and shop there ALL. From carpets, wardrobes, stoves, wallpaper to dishes.
Personal dog, car, plane, helicopter, bars, disco. Build your city with players!
The game still contains a lot of errors, bugs and unfinished. I am working on repairs, improvements, finishing touches.
Get ready to dive into the latest update for Chelesste! We've been hard at work implementing some quality of life features and addressing player feedback.
Here's a brief overview of what you can expect in this update:
Changed turn timer from 30s -> 45s
Opponent's turn timer is now visible
Clicking outside the "Play" tab now closes it
Players can now browse the menus while queueing
Added an animation for the queue timer
Fixed a bug where Ashen One would summon an enemy Flame
- We've improved the readability of the information conveyed in the game's introduction. - Kazimierz has learned how to build two new types of garage sheds. They are perfect as a garage for a combine harvester or as a roof for distillery farms. - Physically active stacks of items (barrels, bags, boxes, cubes, etc.) now constitute an obstacle for animal navigation. - While plowing with horses, it's no longer necessary to manually ensure the camera is facing the right direction. - Pop-up notifications are now more readable. - Dead animals left on the ground decompose on their own after a few months. - In the summer, herbivorous animals become hungry much slower, but they do not replace the mower or scythe. Grass still needs to be removed manually. - Unwanted stacks of hay, grass, straw, etc., can be removed by burning them with the help of a kerosene lamp. The same applies to cubes and hay drying racks. The racks themselves are fire-resistant. - Chaff cutters and threshers can be loaded by throwing the appropriate items onto them, both in cubes and in loose form using forks. - Mowing now generates significantly less grass. This applies to both the scythe and the mower, as well as the combine harvester. - Grass and its rotting derivatives do not turn into rotten mush after winter but simply decompose and disappear without a trace. - It's possible to spear cubes on forks and throw them. The cubes, not the forks. - Animals can now be cleaned by dousing them with water from a bucket. - It's now possible to milk cows and goats without taking them out of their stalls. Remember, even locked stalls can feed... remotely. Just let them out for a walk sometimes, ok? - Kazimierz can use fast travel even when overloaded. But travelling on foot, on bike or an animal might take more time, depending on carried weight. - The sound range of animal footsteps is now significantly reduced. - Two new volume sliders have appeared in the settings: for our "dialogs" (otherwise known as mumbling) and for Kazimierz's footsteps. - The range of the mouse sensitivity slider in the settings has been significantly widened. - The availability of scrap at Stefan's and the twins at the sawmill has increased. - The production of vodka (based on oat mash) is now just as profitable as the production of other alcohols. - Using the map through the inventory button no longer drops the boxes carried in hands, allowing for the use of fast travel with boxes in hands when playing with a controller. - Picking up items from wagons or trailers will no longer cause explosions or jittering. However, a solid displacement of the vehicle can still occur, because Kazek is really a strong guy. - Priest Mateusz has discovered a new tradition of the Kazimierz family and has an idea for a related new task.
The new update which includes shark mutations, an updated whale, UI and engine fuel overhaul, as well as various QoL and balance improvements, is now available! The current version of the game is 13620.
Detailed patch notes:
New Features, Changes, and Improvements
Shark Mutations. With this update, sharks don't just swim around waiting for you to appear in the void. Now they can adapt to your behavior and actively mutate, even if you don't attack them (although mutations happen more slowly in this case).
- Resilience Mutation / Spine Mutation. Grows bony protrusions on its back and has two areas of armor protrusions on the sides that can be shot off. The shark will try to regrow them by gnawing on rocks in the void. - Strength Mutation / Nose Mutation. Grows a powerful protrusion on its nose (indestructible), which provides additional head protection. This mutation also grants "Ram" - the active ability that enhances the shark's attack on the train. - Tail Mutation. Grows a reinforced rear fin and gains the "Thrower" ability, in which... you'll see for yourselves.
Engine Fuel System and UI Overhaul. Now steam and diesel engines are fueled by steam and diesel batteries. They can be crafted at the workbench and used to refuel not only engines but also workstations that have this option. Canisters and coal briquettes have been removed from crafting, with existing ones converted into batteries. The UI has become much more informative, and in addition to changes for the new fuel system, it now displays the current fuel point total and consumption per minute at the set speed.
Void Whale Update. The whale model has been replaced, pathfinding logic has been improved, and a unique visual event of leaping has been added.
Recipe Pinning. A new mechanic that allows you to pin recipes to the HUD and Journal (up to two), so you don't have to run to the workbench every time you forget what you needed to craft an item.
Charcoal has been rebalanced - now it doesn't require chemicals and gives more fuel points.
Sensitivity options for aiming have been added to the mouse and gamepad control settings.
The volume and sound ranges of Lootcatchers have been balanced.
Added sound when picking up a death bag.
Sounds for teleportation using the Rofleemo have been added.
The ability to close various in-game GUI screens via the ESC key has been added.
Added sound when soldiers are killed.
Sounds for various notifications have been added: receiving quests, tutorial prompts, adding notes to the journal.
Fixes
Players joining sessions could become detached from the train and swim away from it due to desynchronization - we've addressed a potential cause and attempted to reduce the chance of such occurrences.
The description of Armory II technology has been corrected.
Multiple bug fixes for the NPC system; numerous improvements to network and other NPC functions, including visual behavior aspects and logic.
The Medium Backpack was lacking a description - fixed.
Throwing rings were mistakenly available for recycling - fixed.
When playing with a gamepad, control buttons in the train construction menu at the depot were not displayed - fixed.
Duplication of heavy items when placing/throwing of them - fixed.
Seeds of the Strange Plant could be planted in an unfinished garden - fixed.
Several NPC crashes have been addressed.
Previously, it was possible to assign a Lootcatcher to a nest before the nest was built - this has been fixed.
The Scientist Rofleemo perk did not work for players joining a session - fixed.
The Trainkeeper Rofleemo did not replace the water for the Lootcatchers after being assigned until the save was restarted - fixed. Also, Trainkeepers now correctly use water from the train (water condensers and crates).
The Cleaner Rofleemo sometimes failed to clean the toilet until being reassigned - fixed.
Fixed a crash when attempting to pull two heavy items with Grappling Hook simultaneously if the player does not have a backpack equipped.
The worker assigned to the Recycler resets after Save/Load - fixed.
Thank you so much for playing VoidTrain and helping us make the game better! If you enjoy the game, please don't forget to leave a review. It's very important to us.
- Fixed feeding piles not refilled anymore after job cancelation due to lack of meat (Problem applied to many buildings and caused lots of buildings not being refilled like potentially treatment chambers, research tables and possibly everything that produces and requires resources.) - Cold weapons (Snow canons) now have correct ice pack consumption rates, before they consumed zero (Freezing zombies is not free anymore) - Cold weapons tooltip shows correct fire rate (cooldown) with two decimals - Added a safety check for potential stuck humbies
Known Problems: We still have some reports regarding stuck characters, wich is hard to reproduce for us, but we are trying to figure out how severe this problem prevails after this new patch.
Further fixes include - Fixed treatment chamber triggern missing resources status correctly - Fixed frozen zombies not hauled due to a multi threating problem - Fixed frozen zombie storages not being refilled by haulers
Savegame Compatibility: If you are continuing a save from a previous version that had refill bugs, you might have to disable buildings once and enable them again, afterwards the refill bug should never appear again.